using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; public class DepthNormalsFeature : ScriptableRendererFeature { class DepthNormalsPass : ScriptableRenderPass { int kDepthBufferBits = 32; private RenderTargetHandle depthAttachmentHandle { get; set; } internal RenderTextureDescriptor descriptor { get; private set; } private Material depthNormalsMaterial = null; private FilteringSettings m_FilteringSettings; string m_ProfilerTag = "DepthNormals Prepass"; ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly"); public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material) { m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); depthNormalsMaterial = material; } public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle) { this.depthAttachmentHandle = depthAttachmentHandle; baseDescriptor.colorFormat = RenderTextureFormat.ARGB32; baseDescriptor.depthBufferBits = kDepthBufferBits; descriptor = baseDescriptor; } // This method is called before executing the render pass. // It can be used to configure render targets and their clear state. Also to create temporary render target textures. // When empty this render pass will render to the active camera render target. // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. // The render pipeline will ensure target setup and clearing happens in an performance manner. public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point); ConfigureTarget(depthAttachmentHandle.Identifier()); ConfigureClear(ClearFlag.All, Color.black); } // Here you can implement the rendering logic. // Use ScriptableRenderContext to issue drawing commands or execute command buffers // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); using (new ProfilingSample(cmd, m_ProfilerTag)) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags; var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags); drawSettings.perObjectData = PerObjectData.None; ref CameraData cameraData = ref renderingData.cameraData; Camera camera = cameraData.camera; if (cameraData.isStereoEnabled) context.StartMultiEye(camera); drawSettings.overrideMaterial = depthNormalsMaterial; context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings); cmd.SetGlobalTexture("_CameraDepthNormalsTexture", depthAttachmentHandle.id); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } /// Cleanup any allocated resources that were created during the execution of this render pass. public override void FrameCleanup(CommandBuffer cmd) { if (depthAttachmentHandle != RenderTargetHandle.CameraTarget) { cmd.ReleaseTemporaryRT(depthAttachmentHandle.id); depthAttachmentHandle = RenderTargetHandle.CameraTarget; } } } DepthNormalsPass depthNormalsPass; RenderTargetHandle depthNormalsTexture; Material depthNormalsMaterial; public override void Create() { depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture"); depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial); depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses; depthNormalsTexture.Init("_CameraDepthNormalsTexture"); } // Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { depthNormalsPass.Setup(renderingData.cameraData.cameraTargetDescriptor, depthNormalsTexture); renderer.EnqueuePass(depthNormalsPass); } }